Wednesday, January 21, 2026

Horus Heresy 3e Review: Spaces Wolves Fenrisian Wolf Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. The rules are not great, but I'm giving an extra star for the rule of cool!

Background.
There are no wolves on Fenris. 

But then again, you do stand a chance of taming some and bringing them with you on some adventures. 

This is, of course, looked down with pleasure and amazement by your peers. Because that is exactly what your Primarch managed to do, and by doing so yourself you are becoming more like him. 

Strengths. 
S=5 attacks in close combat. 

But in all honesty, their major strengths are:
(a) ablative wounds for a character;
(b) looking cool and very appropriate on the table top.

Due to these two factors, you can't go wrong. 

Weaknesses. 
Although I did say you can't go wrong, with a 6+ save and advanced characteristics of 5 at best (and 2 in intelligence!), they won't be hanging around long. Best to take a big pack and think of them as extra wounds realistically. 

Builds.
5 Fenrisian Wolves (46 points). 
A full 5 bonus wounds for 46 points. A possible bargain!

1 Fenrisian Wolf (10 points). 
Oddly appealing, and has potential to appear on the same base as the character (but wouldn't be tournament legal that way, but certainly looks excellent). 

Tuesday, January 20, 2026

Horus Heresy 3e Review: Speaker of the Dead

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Chaplain and Apothecary combined makes a unique command choice for the Space Wolves.

Background.
Blood soaked priests of the Cult of Morkai which represent the Fenris death-wolf, it really is a wonder that the Emperor permitted such near heresy given what the Word Bearers already believed in and he sought to wipe out. Regardless, the speaker of the dead combines the role of the Chaplain to prosecute wars with inspiring rites, and also the role of the Apothecary thus serving as a field medic. 

Strengths. 
As befits this dual role, the character comes with both a narthecium and a crozius arcanum. The also have the Medic rule on a 5+ which is fairly standard. They shine in the advanced characteristics department with a cool of 10 and leadership of 9 which befits their station. The rest of the stats are quite good overall. 

Weaknesses. 
There is very little customization beyond what armour they might wear or what bike they might be mounted upon. Otherwise, they are certainly worth their points cost to my mind and want to be played very aggressively. 

Builds.
Speaker of the Dead with Jump Pack and melta bombs (125 points).
I went straight to the jump pack option here, but a foot slogging version is also fine if you have a transport solution.  

Speaker of the Dead in Terminator Armour of your choice, Combi-Flamer (130 points). 
Terminator variation.

Speaker of the Dead on Jetbike with Multi-Melta (150 points).
Getting more expensive here, but the fast movement remains very attractive and the character would presumably be well embedded in a similar squad.  

Monday, January 19, 2026

Horus Heresy 3e Review: Grey Slayer Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves started to do away with the older Terran way of warfare once the Fenrisians started to be recruited in numbers. The usual disciplined and focused cogs in the wheel that the tactical squad were became replaced with Grey Slayer Packs. More akin to autonomous commands at the squad level, these packs are warbands in and of themselves and expected to take on challenges on their own terms. 

Strengths. 
Standard space marine stat line combined with some upgrade possibilities makes this squad the Space Wolves version of the Tactical Squad or Breacher Squad perhaps (combat shields and not boarding shields - to be clear). 

They have Line (2) and come standard with Fenrisian Axes and Combat Shields which makes them adept for taking on many targets. 

Weaknesses. 
Tactical squads, sure. But you are paying a points cost increase for those axes and shields - even higher than a breacher squad. And that leadership value doesn't exactly inspire. 

Builds.
10 Grey Slayers, 2 plasma pistols, legion vexilla, Huscarl with, thunder hammer, melta bombs (190 points). 
Very much kitted out for close combat duty here with a sting in the shooting from the plasma before charging. Put another plasma pistol on the Huscarl to taste. 

10 Grey Slayers, 2 Power Fists, Huscarl with power fist (200 points).
Triple power fist threat. Tempting to equip the rest with bolt guns and chain bayonets. 

10 Grey Slayers, 2 Hand Flamers, Huscarl with Hand Flamer and Power Fist (175 points)
Lots of fire! Expand to 20 members and get 2 more hand flamers perhaps?


Saturday, January 17, 2026

Horus Heresy 3e Review: Deathsworn Pack

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are above average. 

Background.
The Space Wolves dirty little secret. In the background, it is noted that many legions have such dirty little secrets: those marines who have killed too many and grown hollow inside. Some legions love it and will promote them. Others hide them in shame or corral them into certain units to expire as quickly as possible. Yet further destroy them. These marines are the ones that will become Wolfen in 40k, but here in the Heresy that hasn't had enough time to happen yet.

Strengths. 
Two wounds combined with the Ymira class stasis bombs makes for a reasonable close combat squad. Those grenades provide a lower charge roll for anyone going against them - presumably they slow down. 

The ability to add rad and melta bombs in the legacies update make them very strong. 

The Dreams of the Death Wolf special rule allows them to make a final attack before being removed as casualties. This is at S=5 and AP=3 which will create a back blow, and the breaching will only help that. 

Weaknesses. 
I think you should really choose for rad or melta here and get into combat as quickly as possible. Any other use is not going to be a good use of points really. Play them as a destroyer squad, of course.

Beyond this, Leadership of 8 remains an issue here. 

Builds.
10 Deathsworn, Rad Grenades, 2 Thunder Hammers (385points). 
A standard configuration that will do reasonably well. I like the rad grenades, but if you are going for melta and close up tank hunting, I'd recommend just switching them out rather than taking both (same points cost). 

Friday, January 16, 2026

Horus Heresy 3e Review: Varagyr Wolf Guard Terminator Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded down. The rules are sound overall, but the points cost tally up fast. 

Background.
The personal guard of Russ, hand picked, and to a man each a legend in his own right. They forego the right to lead their own squads and no longer seek glory for themselves but lay down their lives for the primarch of the Space Wolves and act where he direct his personal pack.

Strengths. 
Cataphractii style terminators with fear and vanguard (4) that also entertainingly come under Elites for the Space Wolves. The frost axes will also slice through enemies with contempt. 

They come with the Lordsbane special rule which means that if the Thegn survives a challenge, then you get bonuses for the combat resolution per surviving Varagyr. This means that you should always be aiming for large style squads where possible. 

Weaknesses. 
The points cost adds up fast here thanks to the frost axes and suite of special rules. I'm torn about this facet since other terminator squads can do the job better, but by the same token, you are nearly always going to win combat resolution if the Thegn survives his challenger. The sheer lack of customization upon release is very surprising -- now cleared up in legacies. 

Builds.
10 Varagyr (475 points). 
A scary proposition, and a lot of points. Limit it to 5 members if you are playing a smaller points value game.

5 Varagyr, 2 Thunder Hammers, Thegn with grenade harness (275 points).
A more versatile squad. 

5 Varagyr, 4 Chain Fists, 2 Combi-Meltas, Thegn with grenade harness (315 points).
Anti-vehicle. 

5 Varagyr, 4 Power Fists, 2 Reaper Autocannons, Vexilla, Thegn with Frost Sword and grenade harness (335 points).
Multi-purpose squad. 


Thursday, January 15, 2026

Salamanders Disintegrator Squad

One completed Salamanders squad armed with disintegrators!

Sure, the colour scheme for the rifles is certainly non-standard, but I think this is a strength. They are easy to pick out on the table top set against bolt gun toting space marines from the same legion. There's also a certain element of "popping" with the complementary colours. 

The contrast paint has also held up well to highlighting and more recess work with Nuln oil too which I am pleased with. Overall, a very nice addition to my Salamanders and shattered legions forces. I'll try to see how they play soon as well. Which is to say, will they blow themselves up before accounting for another unit or not?! 


Wednesday, January 14, 2026

Horus Heresy 3e Review: Wolf-Kin of Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are average. 

Background.
There are no Wolves on Fenris. 

Except the humans who might or might not have mutated into new forms. Freki and Geri are two of the largest versions of them, whatever the Fenrisian Wolves origin. 

Body guards - certainly. Pets? Perhaps. Huge giant creatures that are also intelligent and capable of snapping mortal men in half with their teeth - absolutely. 

Strengths. 
Only Leman Russ can join this unit, and they come with an array of special rules and a nice stat line. 

Geri is that stand out with WS=7, but Freki is also good with WS=5. The latter also has one more attack. 

Their teeth and claws come with breaching and 2 damage to cause some serious carnage. They also have fear, heedless, feel no pain and are fast. 

Weaknesses. 
Loyalist only of course. They are fast at movement = 10, but their advanced characteristics leave them open to statuses. 

Overall.
Think of them as extra wounds for Russ and you are probably doing well. The points cost is reasonable as well, although clearly the saving throws are not superlative. 

Tuesday, January 13, 2026

Horus Heresy 3e Review: Caster of Runes

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Great psychic powers peculiar to the Space Wolves. 

Background.
They may protest that they are channeling the heart of Fenris all they like. The truth is that they are just as much a psyker as the Thousand Sons are. Except they lie about it. Does this make them worse?

In other news, Sanguinius was a mutant, but we all agree to look the other way, don't we? I'm sure this will all hold until it doesn't.  

Strengths. 
The caster of runes gets immediate access to the unique Rune Casting discipline. This grants Wrath of the Death Wolf, and Stormwrought. The former is a template weapon that inflicts stun (it's basically cone of cold for anyone dungeons and dragons familiar). This is actually really strong due to the condition, and S=6. The latter is a psychic reaction that reduces incoming shots to snap shots - this is similarly powerful.

The character is, otherwise, a psyker, and can also have access to Biomancy, Divination, and / or Telekinesis. My recommendation is to take Rune Casting, and possibly one of the others depending on the points cost you have available. 

A force staff and frost axe come as standard. 

Weaknesses. 
I actually really like this character!

Overall.
The points cost is a little more than a standard librarian, but you do get a useful Will Power of 10 for the price as well as the frost axe upgrade and the ability to choose access to the rune casting discipline - and why wouldn't you choose that? The discipline is quite powerful really and very flavourful to the Space Wolves. 


Monday, January 12, 2026

Horus Heresy 3e Review: Geigor Fell-Hand

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Average fare. 

Background.
It is now Third Edition. And I still have the same problem about this guy's name. I can't help keeping on calling him "Gregor"! Maybe it is the fault of Game of Thrones?

Anyhow.

Geigor is a Thegn of the Space Wolves who has a bit of a history with the Thousand Sons. When fighting alongside them, he lost his war pack and thought to himself that he had been betrayed by his allies. At Prospero, he therefore went a bit zealous with the orders from the Warmaster to execute them all.

Strengths. 
Officer of the Line (2) is valuable here, and he comes with the fell-hand which is a fancy power claw that has breaching at 4+ and shred at 5+. This is nice. 

The stat line is otherwise what you might expect except for Ld=10 and 9 in will power (probably from fighting the Thousand Sons). 

Weaknesses. 
He is distinctly average, but a nice Space Wolves upgrade on the usual Centurion. Is he worth the extra 25 points or so? Possibly. Just about. 

Overall.
A Space wolves upgrade for a Centurion. You will likely end up taking him in Third Edition over a regular Centurion, just because. Equally, that's all he realistically is. Get him into combat with equal footing enemies and he should do okay. 


Sunday, January 11, 2026

Praetor Challenge: Iron Hands vs Iron Warriors

Praetors assemble! This week's challenge is one of iron: Iron Hands against Iron Warriors to be specific. They are fighting over an ancient world for mineral resources to advance their way across the galaxy. There is nothing left other than mutual annihilation to be had here though. This turn will likely decide the winner of the game. The Iron Hands are to play and the Iron Warriors have 1 reaction in hand. The Iron Hands need 2 unit kills for the game. Here is how the board looks:




[And yes - those are computer fans mounted upon some styrene - a great bit of scenery in case any one wants to copy the concept!]

Left to Right:

Iron Warriors:
1 Rhino. All hull points intact.
Tactical Support Squad: 5x Plasma Guns. 
3x Siege Tyrants (1 with 1wound remaining, the others at full strength). 
1 Contemptor dreadnought with las cannon and gravis fist. 3 Wounds remaining. 

Iron Hands:
Medusan Immortals x10. 2x Flamers. 
1 Praetor embedded in the Immortals Squad (could be detached). Thunder hammer. No wounds taken. 
5x Heavy support squad (auto cannons). 

The Iron Hands have already moved and are entering the shooting phase. 
What move gives them the best option to delete 2 Iron Warriors units from the board without losing a unit themselves? (If they lose a unit, then they will need to remove 3 Iron Warriors Units for the win instead!). 

This might seem like an obvious solution, but I'm actually not so sure the more that I look at it. 


Saturday, January 10, 2026

Salamanders Test Model with Disintegrator Rifle

It has been a long while since I assembled these marines, but I finally managed to get around to painting them. This is the first Salamanders marine with a disintegration rifle. 


The Salamanders component of the model follows my usual recipe for Heresy Salamanders. This is a white undercoat followed by contrast paint to get the green basis. This is followed up by lighter green for highlights. The shoulders are black. I went for a silver trim here (but probably should have gone for gold, but equally the silver helps them be picked out against other Salamanders). Decals are from the Third Edition boxed set rather than from the specific Salamanders transfer sheet. 

For the rifle, I've opted for gold tones here with Nuln oil washed liberally applied. The recesses I've picked out in blue with some darker piping here and there to round it off. The goal was to make the weapon feel ornate and out of place compared with standard issue bolt guns which invariably tend to be lead belcher silver in my collection. And it certainly works. On the game board you can readily pick out these golden rifles with ease. 

Overall I like the miniature and the rifle. I'm not sure I will field too many of them, but this is the start of expanding the Salamanders allied detachment that I have going which is also a part of the Shattered Legions forces that I have. Its a worthy addition overall and I shall get the rest of the squad finished up soon enough. 

Friday, January 9, 2026

Horus Heresy 3e Review: Hvarl Red-Blade

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. A bit on the too expensive side. 

Background.
Many legions have members who feel like they don't quite belong. Or maybe got the wrong geneseed implant. Hvarl is one of those numbers to my mind - he's a secret World Eater. But only in my head. Really, he just likes chopping heads off. And, erm, collecting them. And then singing and boasting about it to his company mates. And encouraging his company mates to do the same. And only finding joy in the din of combat. But yeah. Still totally belonging to the Space Wolves.

Strengths. 
A praetor in tartaros terminator armour slinging a heavy bolter and his preferred axe, Hearth Splitter. The latter gives AP2 and 2 damage along with armour bane which is good enough. 

He has WS=6 and T=5 meaning he is going to be very reasonably in close combat. 

Helping this is his personal gambit: Head-taker. Oddly this just means he cannot claim outside support help for his focus step. He also has fear which is a nice touch. 

Weaknesses. 
I think Hvarl has lost ground compared to first and second editions. He is okay in a challenge and you can field him accordingly. Yet his points cost is very high indeed. I'd be tempted by a regular praetor in terminator armour with something like a paragon blade instead now. 

Overall.
A fluffy praetor for the Space Wolves, and totally not a World Eater. Sadly his points cost and special rules are not quite there for me personally. 

Thursday, January 8, 2026

Horus Heresy 3e Review: Leman Russ

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. Strong on the offence - and set up to kill before being killed. 

Background.
Bred on Fenris, and one of the three trefoil legions, his own legion serves as the nominal "executioner" for the Emperor. Presumably he carried out some of this task with the II or XI legions in the past which prepared him to undertake Horus' altered orders to destroy the Thousand Sons in the true first volley of the Heresy (although it was not recognised as such at the time). Feared as much as Angron or Konrad, the darkness never touched him, and instead of a blood soaked savage as some would portray him, he was canny and had a great sense of self-awareness of himself and possessed utter loyalty to the Throne.

Strengths. 
With WS=8 and S=7 with the same in A and I, Leman is well positioned as a close combat monster. His weapons (The Axe of Helwinter and The Sword of Balenight) give him further S bonuses with AP2 and 2 damage. They also have armour bane and reaping blows, or critical hits (respectively). These line him up to be able to tackle most opponents in the game realistically. 

His side arm, Scornspitter, is only AP3 though, but still handy.

He has a special gambit called Howl of the Wolf Death is very strong: Focus+5 ensures he will probably get to do something. You don't get any other gambit to select though until you miss causing an unsaved wound (at which point this one stops). This should keep Russ on top of things unless the opponent has excellent defences or otherwise prevents him from causing such wounds - which is unlikely. 

As Sire of the Space Wolves, you get the Prime bonus from Grey Slayer packs - unsurprisingly. Infantry also get move through cover on turn one. This is okay. 

Weaknesses. 
T=6 is distinctly average territory for a Primarch. You will therefore need to win fights before you are killed. With W=6, you should be able to hold out, and with the focus bonus from the gambit you should be doing things pretty regularly. Just watch for sneaky counter moves. 

Overall.
The points cost is good for the model, and Russ remains a strong Primarch, even though here his defences are not superlative. Just kill before you get killed is the core message. 

Wednesday, January 7, 2026

Horus Heresy 3e Review: Space Wolves Legion Rules

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. The rules are solid enough and in the right hands can be very powerful, but it does take a bit of thought. 

Background.
The Space Wolves arguable had the first act in the Heresy. With twisted orders from Horus, they set about not merely bringing the Thousand Sons to task about their sorcery, but were tasked with significantly more. This saw their numbers significantly reduced by the start of the Heresy, and they became harried by the traitors on a regular basis, and were unable to reach Terra in time for the grand show down. In the background, they are portrayed as a legion apart and and the call of the Emperor should the need arise whilst their Primarch was shunned in a rather similar way to Angron: more like a savage.

Armoury. 

Fenrisian Axe is a chainsword upgrade that yields reaping blow. My thoughts are about on par with chain bayonets - it could be useful, and certainly has the rule of cool, but the points cost stacks up faster that you would like. 

Frost Blades are an invention of Fenris and generally grant reaping blow on top of your standard power weapons for a large points increase. Arguably the Great Frost Blade is worth the points thanks to S+3 and AP=2 with 2 damage at the expense of I-2. 

Pack Thegn is a Prime Force Organization Slot upgrade for an Optae. He gets A+1 and WS+1 with a free frost weapon. This is generally fairly good. 

Tactica. 
The Hunters Strike gives +2 to the distance of your set up moves which is nice. Perhaps it is not quite the same as the World Eaters or the White Scars, but it serves well for a legion that wants to get into combat. 

Gambits.  
No Prey Escapes
 is a way of making sure that one or both of the combatants dies - you don't go to the glory step voluntarily. 

A Saga Woven of Glory meanwhile gives A+1 to the challengers comrades in arms if the challenge is won. This is a very nice trigger. 

Additional Detachments. 
Bloodied Claw 
gives more troops (they have to be grey slayers) and heavy assault. This is very thematic and on point.   

Advanced Reaction. 
Bestial Savagery
 gives you feel no pain at 5+ as a result of being shot at. You then move with a set up and if you get into base to base with the enemy then you are counted as having successfully charged. This is actually strong. 

Overall the Space Wolves are a mixed bag. Their core tactica isn't as strong as others, but the surrounding rules are both fluffy and potentially strong - as well as complementing the core tactica. The problem is getting your Space Wolves into range to begin with. 

Tuesday, January 6, 2026

Horus Heresy 3e Review: Tarantula Battery

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. An unsung and undersung unit.  

Background.
Do you remember the movie "Aliens"? The special edition? They deployed some of these beasts and they stopped so many aliens it was embarrassing. Then they ran out of ammo. And things got more interesting. There's no real difference here except that they don't run out of ammo! 

I actually have a real soft spot for Tarantulas in Horus Heresy and I may be over-rating them. 

Strengths. 
Fundamentally these units are static guns with a low armour profile that shoots reactive shots (interceptor, overwatch, and the special automated fire reaction here). 

Automated fire is simple enough. If something ends their move within 48 inches you shoot at it as a zero-cost reaction. But it does rely on movement which might be an issue sometimes. However, you can offset this due to Infiltrate (9) and set up some commanding overlapping fire lanes if you wanted to. They're also very expendable!

Weaknesses. 
Two automated heavy bolters for 45 points is a good deal overall. Particularly at BS=4 which is a significant improvement on second edition. However, the AP=10 is an issue and they will be wiped out prompted with a bit of return fire. So treat them as they are: cheap and cheerful, but deadly in numbers.

Builds.
4 Tarantulas (90 points - i.e., 2 slots).
Four lots of heavy bolt guns to saturate your enemies advancing corridors. This is actually okay in comparison to the cost of a heavy support squad. 

2 Tarantulas with lascannons (85 points). 
Longer range and harder hitting. 

2 Tarantulas with Melta Arrays (95 points)
Very short range, but hard hitting. Use wisely with infiltrate. Not highly recommended overall. 

2 Tarantulas with Hyperios Missile Launchers (75 points). 
Your ground to air interceptors. 

I actually wouldn't bother with the Orias Frag Missiles due to one use only. And only if I had lots of Volkite would I consider the Culverin option. 


Monday, January 5, 2026

Horus Heresy 3e Review: Land Raider Explorator

Warpstone Flux Rating: 
⭐️⭐️⭐️⭐️
4/5 stars. An iconic land raider variant.  

Background.
The explorator hails from even before the great crusade. It is primarily used for exploring hostile and difficult terrain. Of course, it would later find good use in many of the legions. Particularly the outrider ones, and those associated with mobility such as the Raven Guard and the White Scars. I could easily imagine the Alpha Legion and Death Guard liking these as well for similar reasons.

Strengths. 
As a land raider, it comes with AV=14 all round as the basis which immediately makes it strong (and probably a target!). 

You swap out your carrying capacity here in order to get more kit on board. Here you are granted auto-repair at 5+ as well as the valuable outflank rule. 

Weaknesses. 
In comparison to second edition, the lack of re-rolls of reserves is an issue. The carrying capacity of 8 means you also have to think hard about what you carry on board - and it is not an assault vehicle. My recommendation here is for tactical support squads armed with your favourite special weapons, perhaps with a command or high command marine of your choice. 

Builds.
Land Raider Explorator, Front mounted twin las cannon (240 points).
Lots of las cannons to provide cover for your people on board? Take a pintle mounted combi-melta to taste. Search lights are optional, but I always favour them on cheap and expendable rhinos. Hunter Killer missiles depend on your play style overall. Or just get rid of the front las cannons if you are saving on costs?

Sunday, January 4, 2026

Horus Heresy 3e Review: Outrider Squadron

Warpstone Flux Rating: 
⭐️⭐️⭐️
3/5 stars. Fast and able to bring appropriate threats where needed with good positioning and foresight. But you get what you pay for, and the lack of melta in third edition makes this unit less attractive. 

Background.
Marines on bikes!

The fluff describes them as being suited for scouting, encirclement, and hit and run tactics, all of which are viable.

Strengths. 
Just a note firstly about the Firestorm special rule. This lets you fire volleys not merely as snap shots. In addition, if you charge, you are not obligated to complete the charge and can just be happy with volleys. 

Outflank and vanguard round out the rest of the notable rules here. 

The stat line is a basic marine, but with 2 wounds each which isn't that remarkable. You can upgrade your standard twin bolters for twin plasma guns if you want, the rest is fairly standard. 

Weaknesses. 
Only a 3+ save.

And if you want melta guns, then you have to reach for the attack bike squadron from the Legacies instead. This isn't great and hopefully might be FAQ'ed. 

Builds.
5 Outriders, all with twin plasma guns, Sergeant with power fist (215points).
Plasma death on the charge. And combat effective if needs be as well. 

10 Outriders (225 points).
Even twin bolt guns can whittle away opponents. 
Take hand flamers or plasma pistols to taste. 


Saturday, January 3, 2026

Horus Heresy 3e Review: Sabre

Warpstone Flux Rating: 
⭐️⭐️⭐️
3.5/5 stars. Rounded Down. The rules are very fine.  

Background.
The Sabre is a strike tank. Rather than being a gun line tank of the early great crusade, these tanks represent a new form of warfare seen later on: strike, keep the enemy big guns suppressed, fade, and form up again elsewhere very quickly. 

This mode of operation will clearly suit some of the faster legions, and those who favour flexible deployment and rapid repositioning when required. 

Strengths. 
We get what we pay for roughly here just as we did in second edition. There's a big weapon mounted on the front of a distinctly average tank. Depending on the armament, it can function in a number of different roles on the battlefield, ranging from anti-tank, to anti-infantry, without competing against predators and vindicators for the same force organization slot. 

The movement rate is the real strength here though. Able to go 16 inches per turn, you can really out maneuver your opponents with ease. 

Weaknesses. 
You will need to think carefully about positioning. The armour values are not great (12, 11, and 10) so they are vulnerable if you position them poorly. But the good news is that they have outflank. I should like this tank more than I do as it is very flexible in the right hands and the points cost is very good for what you get - it just doesn't sit well in comparison to other options for many legions though. That, and I would want it in plastic to be honest - not resin. 

Builds.
Sabre with Neutron Blaster and multi-melta (115 points).
Anti-tank role. 

Sabre with Volkite Saker and havoc launcher (85 points).
Anti-infantry role. The Volkite Culverin can be added as a front hull mounted option to taste.

Sabre with Anvilus Snub Autocannon and 2x Sabre Missiles (90 points).
Monster hunter role. 

Friday, January 2, 2026

Horus Heresy 3e Review: Reconnaissance Squad

Warpstone Flux Rating: 
⭐️⭐️⭐️
4/5 stars. I am personally quite fond of the Recon Squad and they have their purpose. 

Background.
Roaming ahead of the main lines and conducting all manner of operations behind enemy lines, the recon squad is the forward eyes and ears of the legions. They can be armed with long range sniper weapons, or something a bit more up close and personal - either way they're useful. 

Strengths. 
Although at first glance they look expensive, what you are really paying for here is the ability to infiltrate a small squad to pack a punch. They also come with move through cover to help them advance (use this) although they are also a support squad (at a level of 2) so not quite as effective at grabbing objectives as you might otherwise like. 

Customization options range from making the marines short range fighters with shot guns, to long range snipers with nemesis bolt guns. Both are valid. 

Don't forget though that they provide a way to also bring a buried power weapon or similar to an early fight, as well as melta bombs. 

Weaknesses. 
The points cost can add up fast here, so you will need to think carefully about how you infiltrate them. 

Builds.
5 Recon Marines, Shotguns, Sergeant with Power Weapon and Melta Bombs, Nuncio Vox (140 points).
Up close and personal with a buried power weapon of your choice. Take on your target early game, but don't expect to survive long without back up. Increase squad size to 10 if you wish. Multiple of these represent a very interesting threat. 

5 Recon Marines, Nemesis Bolters, Nuncio Vox, Augury Scanner (155 points).
Use infiltrate to set up in position (probably a tall, central ruins or building) and shoot at your targets at liberty. Highly annoying to your enemy in all probability. Bonus tactica to infiltrate right on top of an objective in mid-field! 

Thursday, January 1, 2026

Praetor Challenge: Iron Warriors vs Shattered Legions

Happy New Year!

A new feature for Warpstone Flux this year is the Praetor Challenge! This will largely supersede the Wargames Gallery (but I will keep the tag going all the same). The core idea of the Praetor Challenges is to suggest what you would do in a given tactical situation on (a segment of) the game board. Sounds simple enough right? But you would not believe the disagreements that arise. Not merely from pure mathematics or statistics, but also from fluff (what would Angron do, after all?), duty, honour, or anything else combined. There's no right answer to Praetor Challenges, but there might be optimal plays, and most fluffy plays, and those are the kinds of comments we'd like to see and talk about!

So here is the first of 2026's Praetor Challenges: Iron Warriors facing off against the Shattered Legions!




Iron Warriors:
Tactical squad x7 (Sergeant with Power fist and plasma pistol, bayonets all round, 1 vexilla)
Iron Havocs x3 (all with Lascannons);
Cataphractii Terminators x4 (2 with chain fists and combi bolters, 1 with heavy flamer and power fist, 1 with thunder hammer and combi bolter);
Praetor in Cataphractii Armour (Thunder hammer and combi bolter - unwounded). 

Shattered Legions:
Mor Deythan x3 (2 melta guns, 1 combi melta - spent already);
Salamanders Praetor in Cataphractii Armour (2 wounds remaining; thunder hammer and combi melta - spent);
Salamanders contemptor (twin meltas - 3 wounds remaining);
Salamanders tactical squad x4 (sergeant with power fist; standard marines otherwise);
Iron Hands Heavy Support Squad x3 (Auto cannons x3). 

The Iron Warriors have finished their movement phase. What should they do next for shooting and charging / close combat? The Shattered Legions have 2 reactions in hand. Critically, the tactical squad is already sat on an objective (the necron scenery). What is the right play? The optimal play? The fluffy play? Or just a mad play?

Over to you in the comments, Praetors!

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